TerrorNavArea::DrawFlowDelta
0x0097be40 · 184 bytes · __thiscall
_ZNK13TerrorNavArea13DrawFlowDeltaEv
Decompiled
undefined (1 param)
/* TerrorNavArea::DrawFlowDelta() const */
void __thiscall TerrorNavArea::DrawFlowDelta(TerrorNavArea *this)
{
int iVar1;
int iVar2;
int iVar3;
int iVar4;
if ((*(int *)(ZombieShowFlowDelta._28_4_ + 0x30) == 1) &&
(this != *(TerrorNavArea **)(TheNavMesh + 0x474))) {
return;
}
iVar1 = GetNextEscapeStep(this,(NavTraverseType *)0x0);
if (iVar1 != 0) {
if (this == *(TerrorNavArea **)(TheNavMesh + 0x474)) {
iVar4 = 100;
iVar3 = 0xff;
iVar2 = 0xff;
}
else {
iVar4 = 0;
iVar3 = 0x80;
iVar2 = 0x80;
}
NDebugOverlay::HorzArrow
((Vector *)(this + 0x2c),(Vector *)(iVar1 + 0x2c),10.0,iVar2,iVar3,iVar4,0xff,true,
0.01023);
}
return;
}
SourceMod gamedata
paste intoaddons/sourcemod/gamedata/<your_plugin>.txt
used as the SourceMod key — change to fit your plugin's convention
SourceMod library name (server / engine / matchmaking)
Just a Signatures{} block, ready to drop into a gamedata
file. Wire it up in your plugin however you like - SDKCall, DHooks,
raw memory ops, or anything else.
Signatures + Functions block. The plugin uses
DHookCreateFromConf - DHooks reads return type, this-type,
calling convention, and argument types straight from the gamedata. Less
boilerplate in the plugin, types travel with the gamedata.
Gamedata KeyValues
DHooks plugin example
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.